Difference between revisions of "Achievement"
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− | + | [[Achievement]] is arguably the most widely explored use of sound in games, in all times. It is used to signal virtually all positive happening during [[Gameplay]], such as optional accomplishments (gathering collectibles, picking power-ups, defeating an opponent, ...), intermediate success (reaching a checkpoint, unlocking some feature, defeating a boss, ...), completing the game, etc. | |
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+ | Considering the potential recurrence of such actions during the game experience, sounds of [[Achievement]] ought to be carefully designed. They are usually short, though the duration may be adapted | ||
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| examples= | | examples= | ||
| ex1=<mt p="Achievement" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | | ex1=<mt p="Achievement" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}"></mt> |
Revision as of 07:02, 17 October 2011
The card's front face | The card's back face |
Contents
Synopsis
Signalling something positive. |
Relationships
Context:
Awareness , Emotional Script .
Contrasts with:
Failure .
Description
Achievement is arguably the most widely explored use of sound in games, in all times. It is used to signal virtually all positive happening during Gameplay, such as optional accomplishments (gathering collectibles, picking power-ups, defeating an opponent, ...), intermediate success (reaching a checkpoint, unlocking some feature, defeating a boss, ...), completing the game, etc.
Considering the potential recurrence of such actions during the game experience, sounds of Achievement ought to be carefully designed. They are usually short, though the duration may be adapted
Examples